Blast through: Difference between revisions

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[[File:Blast_through_Corneria.jpg|thumb|right|{{SSBB|Donkey Kong}} using his [[forward smash]] on {{SSBB|Sonic}}, making the latter pass through the Great Fox's fin.]]
[[File:Blast_through_Corneria.jpg|thumb|{{SSBB|Donkey Kong}} using his [[forward smash]] on {{SSBB|Sonic}}, making the latter pass through the Great Fox's fin.]]
'''Blast through''' is a [[glitch]] in ''[[Super Smash Bros.]]'', ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. Ultimate]]''. It involves hitting a character at such high speeds towards a solid part of the terrain that they go straight through. Despite the mechanics around the glitch being simple and with the potential to lead to several instances of the glitch happening, it is difficult to pull off accidentally.
'''Blast through''' is a [[glitch]] in ''[[Super Smash Bros.]]'', ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. Ultimate]]''. It involves hitting a character at such high speeds towards a solid part of the terrain that they go straight through. Despite the mechanics around the glitch being simple and with the potential to lead to several instances of the glitch happening, it is difficult to pull off accidentally.


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==Explanation==
==Explanation==
[[File:Blast_through_diagram.png|thumb|right|A diagram explaining the glitch. On the top scenario, the knockback is too weak; the character doesn't move enough between frames.]]
[[File:Blast_through_diagram.png|thumb|A diagram explaining the glitch. On the top scenario, the knockback is too weak; the character doesn't move enough between frames.]]
One of the easiest and least performance-intensive ways to check for collisions is to analyze if a character's [[hitbox]]es would be inside the stage's hitboxes on the next frame of movement. If so, then the move doesn't happen, and the character bounces off. If not, that means that there is probably no terrain in the way for the next frame, so movement can happen.
One of the easiest and least performance-intensive ways to check for collisions is to analyze if a character's [[hitbox]]es would be inside the stage's hitboxes on the next frame of movement. If so, then the move doesn't happen, and the character bounces off. If not, that means that there is probably no terrain in the way for the next frame, so movement can happen.